Kelgar is a non-linear, modern role playing game. It plays in the middle ages in a fantastic, unnamed country.The player can choose from different alternatives when acting.The world of Kelgar is not perfect, it is in war and you can see the consequences.

The reason the above errors are printed, is so that you could fix them

While I'm glad that you've improved the lighting somewhat (more sunlight,less skylight - kthx) and replaced a lot of the critter objects with a trigger type where appropriateI feel like you've ignored a lot of the criticism I've given you when you submitted it to the contest 4 odd months back.viewtopic.php?f=39&t=3497#p31080

The reason the above errors are printed, is so that you could fix them

While I'm glad that you've improved the lighting somewhat (more sunlight,less skylight - kthx) and replaced a lot of the critter objects with a trigger type where appropriateI feel like you've ignored a lot of the criticism I've given you when you submitted it to the contest 4 odd months back.viewtopic.php?f=39&t=3497#p31080

I should've post our progress here earlier..Sorry, but how did you actually printed that out? I don't know how to do this and so I never could do a proper error checking

I didn't ignored a lot of your criticism, I just was unable/forgot to implement it.- selling/buying/looting stuff: I will wait until 2.8 get's released.- attack sounds: failed to implement them in the way I wanted (specific sounds depending on weapon)- influence NPC's behavior: todo- animations: unable to do, need new team member for this

All of that is printed in the console, ie F11 and everything there (and more) goes to the terminal session you ran it from (you're running it via a terminal session right? ./sandbox_unix -grpg ?)

As for performance, the biggest killer is probably all the loose items you have lying around. the fruit in the stalls (they're kind of touching) and the coins stacked on top of each other (stacks are really bad for performance) are probably the worst offenders - that's assuming it's CPU bound and your GPU is capable of rendering the level at high framerates in its current state (toggling editmode on should tell you).I get around 200 on my rig so... *shrug*

Also, why not use the SVN/development version? While the primary purpose of the next release (2.8.0) is to retool everything for UI and get rid of 3dgui, there have been a LOT of improvements to the RPG side of things (including a proper journal) with relatively minimal breaks in compatibility with 2.7.1.Besides, I could always use more people helping test for bugs so they don't get discovered post release and subsequently warrant a bugfix release.

Hirato wrote:All of that is printed in the console, ie F11 and everything there (and more) goes to the terminal session you ran it from (you're running it via a terminal session right? ./sandbox_unix -grpg ?)

I didn't, but I will do it now.

Hirato wrote:As for performance, the biggest killer is probably all the loose items you have lying around. the fruit in the stalls (they're kind of touching) and the coins stacked on top of each other (stacks are really bad for performance) are probably the worst offenders - that's assuming it's CPU bound and your GPU is capable of rendering the level at high framerates in its current state (toggling editmode on should tell you).I get around 200 on my rig so... *shrug*

I get ~20 FPS. That kinda sucks, because I do love to play with dropable items. If I use triggers instead, there should be a better performance, right?

Hirato wrote:Also, why not use the SVN/development version? While the primary purpose of the next release (2.8.0) is to retool everything for UI and get rid of 3dgui, there have been a LOT of improvements to the RPG side of things (including a proper journal) with relatively minimal breaks in compatibility with 2.7.1.Besides, I could always use more people helping test for bugs so they don't get discovered post release and subsequently warrant a bugfix release.